Wednesday, 20 June 2012

We just added an option to buy another set of tiles for Sedition Wars: Battle for Alabaster, so I thought I would share all the final versions of them. There are ten different locations -

Cargo BayEngine controlCatwalksReactor CorePersonnel areaLiving quartersControl centreScience BayTransit StationEscape PodsAll of the above are large (35cm x 35cm) square tiles. The final art is all complete for these now - since we last showed some of the designs we did a final detail pass, and added a little blood and gore.

Tuesday, 19 June 2012

The Kickstarter campaign for Sedition Wars: Battle for Alabaster continues to go from strength to strength - and we continue to be completely blown away with the support we've been getting. It's really quite amazing...

We just hit the stretch goal for a Strain version of a promotion figure we've been offering - so anyone who bought the miniature, will now get the Strain version for free. Here's the concept for the character -

- and here he is with an unhealthy dose of the Strain nano virus pumped into him -

Here is the background on him, we published some of this on the Kickstarter, but this is the full version

Killed in action while fighting Firebrand
rebels in the Salazar interdiction, Niven Banks, Tech Officer 1st
class was uploaded to a battlefield transponder. Under severe viral attack, the
transponder suffered catastrophic failure while parts of Banks persona were
still reaching engrammatic resolution. Safety interlocks failed due to a
Firebrand virus in Vanguard systems and Banks resuscitated to re-enter the
battlefield while suffering a massive psychotic break. Combat triggered
hallucinations led to a lethal friendly fire incident involving nine other
Vanguard.

Banks was discharged and pardoned, then
commuted to civilian duty. He did not acclimatize well. After several assault
charges he was conscripted for isolation and rehabilitation. His skills and
combat background made him ideal for deployment for hazard duty.

Currently Banks is serving as Conscript Class
1 Hazard Tech at the Alabaster SSD, an isolated facility where Banks can serve
with a minimum of interaction. After a recent meta-cortex upgrade, his persona
has stabilized, and as of his last psychological assessment it would appear he
is ready for transfer from isolation to conscript duty in populated civilian
clusters.

Be warned, although Banks is currently
stable, traumatic events could trigger another psychotic break. Although his AI
minder may keep him stable, he is capable of doing substantial harm due to his
combat expertise and his aptitude with industrial tools.

Saturday, 16 June 2012

I published a short blog on Rob Baxter's thoughts about the creation of the game last week, so this time here's my take. The first version at this piece was originally intended for the rule-book, but it had to be cut to make room for all the 'real' content.

-----

Designer’s notes – Mike

The starting point of Sedition Wars was the
miniatures, and however far we go on the journey we’ve started in this
universe, it will always come back to the miniatures in the end. Our aim when
starting Studio McVey, was to provide the best miniatures possible for
painters, collectors and gamers - and I’d like to think we have done exactly
that in the last three years. I’ll happily put our miniatures along side any in
the industry. I’m intensely proud of the miniatures we have created with the
help of some of the most talented concept artists and miniature sculptors in
the industry.

We launched Studio McVey with the Limited Edition
resin line, and while that allowed us to let our imaginations run wild –
producing miniatures for any genre and style, we always had plans to be a
little more focused. Sedition Wars is our opportunity to do just that – a
chance to create an exciting and evocative universe to set the miniatures in.

The genesis of the Sedition Wars line was one of the
Limited Edition miniatures - Lieutenant Kara Black. Right from the initial
concept by Sam Wood, she seemed to have a life of her own, and we wanted to
find out more about who she was. Little did we think back then – this game is
where she would lead us.

We produced one of our most popular miniatures ever from these concepts. The initial plan for that piece was to sculpt the Spider Mammoth as well - but we decided to save that until later (Yes, we will do it at some point!).

We always wanted Sedition Wars to be Kara’s story (I
know, it sounds like a terrible Lifetime movie), and we would follow her, much
as you would the main protagonist in a video game. Initially the story was her
fight against the Firebrand rebellion, and the ways that conflict altered and
drove her. Then the Strain arrived.

I can’t remember exactly how The Strain was born –
they were the product of the many creative meeting between Rob Baxter and
myself. Once they had arrived, there was no ignoring them – and they
quickly spread and infected our thoughts and plans. We really had no choice!
That quickly led to the birth of Battle for Alabaster – the first game set in
the Sedition Wars universe, and the product for which we have launched the
KickStarter campaign.

Once we’d decided to create Battle for Alabaster, we
had to fix on what sort of game it was going to be – we soon came to the
conclusion we didn’t want it to be a table-top skirmish game. The preferred
option was for something fast and easy to play – but that still offered a lot
of tactical flexibility, and most importantly – re-playability. We think Battle
for Alabaster fits that brief very well – there is a claustrophobic urgency to
the games, and they are certainly fast and bloody!

Rob started working on the rules late in 2010, and I took an early version to the following GenCon to see what people thought.

The response was fantastic and I had a great time demoing the game and chatting to people about various different ideas (some of which made it into the game), and that gave me the confidence to push forwards with the project.

The universe has grown and changed since it was first
created – in fact it’s almost got a life and momentum of its own. Little ideas
mentioned in passing suddenly became central parts of the story, and plot lines
developed of their own accord. I think that’s the way it should be – if we were
still rigidly adhering to the original ideas we had, Sedition Wars wouldn’t be
nearly as exciting and (hopefully!) compelling as it is now.

So Sedition Wars: Battle for Alabaster is the result
of over two years of effort – countless hours of work, but a fun and rewarding
journey. Our aim was always to tell a story – if we can immerse people in that
universe and keep them coming back to find out what is happening to the
characters – we’ll have done our jobs well. We hope you enjoy playing Sedition
Wars: Battle for Alabaster as much as we’ve enjoyed making it.

Thursday, 14 June 2012

We took a look at the Cthonian earlier in the week, so it's time to even things out a little by looking at Hurley, the Vanguard mobile tactical resource unit. Hurley is an autonomous AI capable of offering both tactical support and backup, along with serious offensive capabilities. Hurley's ace card is the ability to deploy and control drones, which are are able to fulfil several different support and offensive roles.

Here is a piece from the Rule Book about him -

Hurley

The Vanguard Hurley is a tactical mobile combat information centre
that interfaces with the Vanguard tactical network. Designed to provide Vanguard
troopers with defensive and offensive support, the Hurley fulfils multiple
roles through the use of autonomous drones that respond to the Hurley AI’s own
instruction. The Hurley uses a class obsidian firewall, and is capable of
preventing network intrusion and viral attack on the Vanguard Tac-Net.

It is also armed with a Kinesis Cannon, frequently referred to as the
Comfort Gun.

Monday, 11 June 2012

Well I totally failed to get anything posted on here over the weekend - sorry! We were at the Golem painting day on Saturday - I was teaching people the mysteries of two brush blending! It was a great fun day (if tiring), so thanks to everyone who came. Then I spent all day Sunday catching up on all the things I didn't do on Saturday...

Phase 5 Strain are unique creatures - characters for the Strain really, so there is just one Cthonian.

Here is the SolCom scientific report on it -

Phase 5 Exo-form
– Cthonian

A
massive conglomeration of evolved bio-mass combined with a powered armour
carapace. The outer shell is a fully functional exoskeleton wrapped around a
squid-like body composed of extremely resilient tissue. Capable of regenerating
damage with dark matter conversion, this creature is nearly impossible to kill
without the use of high output energy weapons. In addition to its defensive
capabilities, the creature is armed with a gravitic beam weapon and a lethal
nano-weapon capable of mutating a living target almost instantly.

In
addition the Cthonian also seems to be able to exert the same empathic
influence on infected subjects as the Grendlr.

At
its core is a bio-organic computer, containing an amalgam of the Firebrand
Cthon AI and ancient nano-spore techno-directives. Recovery of this system is
of prime importance in understanding this outbreak.

We intercept a distress signal relayed from
a comm buoy in synchronous orbit around one of the uncompromised system moons.

We’re not on any rescue detail, so I order
my Signal tech officer to log it, store it, and we’ll check when we can. Our
section of the armada is focused on a Firebrand orbital platform that has been
putting up some heavy resistance. Bigger catch to fry, right?

Arms of Sorrow is splitting
fire and flashing in-system at a steady heading. I’ve got two dozen drop-ships
ready and loaded for breach. The plan is tactical insertion via bulwark t-cast.
Might drain the drive, but it gets us inside the envelope of the platform. From
there drop-ships assault the central control facility, we might lose a handful,
but we’re spooled to full cortical backup, any casualties are up and in the
fight faster than cooking a casserole.

Three hours into mission approach I get a Solcom
directive mission order, and a beam cast straight from Coreworld Admin.

Looks like that distress signal I ignored was
related to an incident on some deep science SSD out on the Alabaster nebular
plenum – a biohazard breach. Solcom directive is clear on this, we need to get
the remaining science team out if possible, and THEN contain the breach. You
don’t ignore orders from that high up, even if you’re in the middle of a war.
I’m not going out like Gheried did.

So we turn and burn, full drives to get
there and iron out this matter so we can get back into the fight. About halfway
there I realize something that gives me the shivers, we were the only Bastion
that intercepted the signal. No one else got it.

But it gets better. We’ve been orbiting the
facility for twenty minutes manoeuvring under inertial thrusters only.

We’re not raising any coherent signal from
within the facility, except for a low energy hum that has all kinds of
weirdness about it.

Firebrand and mercenary ships have been
thick in this area only a few days ago, so I want to keep a low profile. T-cast
is too visible, and a hull breach is low class. We’re going in full ninja.

I’m ordering a cadre of Samaritans and some
specialized personnel to gain a foothold. Scans verify that we’ve got a good
chance at accessing one of the outer docking bays.

I’ve got one of my best Combat Medics
leading the first excursion – he’ll be able to nail the nature of the biohazard
pretty fast. He’s used to spooky ops too, an advantage when you’re this far out
of Solcom oversight. “The edge of the Edge”.

Commodore Grist is in charge of the Arms of
Sorrow while I lead the boarding and rescue party. Crisis teams are assembled,
and I’m planning on being a part of this op, just so I can see first-hand how
critical this mission is. I don’t like being pulled out of a combat mission to
go into this kind of night country. This reads Solcom core director board all
over it. If they’re involved …

Thursday, 7 June 2012

One of the most enjoyable parts of making Sedition Wars: Battle for Alabaster, was working with the sculptors. Seeing wonderful concepts being realised in 3D is such an exciting process - and one that I never tire of. I'm proud to have worked with some of the very best talents in the gaming industry on this product - miniatures have always been the focus of what we do at Studio McVey, and I wanted to make sure the figures we put in the finished game were as good as anything people had seen before.

The Grendlr is the largest and most imposing of all the Strain miniatures (in this game anyway!) - so it really needed to be represented with an impressive sculpt. I commissioned the work to Jacques-Alexandre Gillois, who I have worked with quite a bit on our Limited Edition resin line - and who's sculpting never fails to amaze me.

The process starts with sending the concept to the sculptor - in this case (as with all the Strain miniatures), the concept was by Roberto Cirillo. I want to talk more about Roberto's contribution to this project in a separate post - but suffice to say, he absolutely nailed it with the Grendlr -

Once JAG had the drawing, and we had discussed the size and other technical aspects of the process - he was away. The first pictures he sent were of the armature with very basic bulks in place - some sculptors are quite approximate at this stage, just building a rough support for the more precise work that will follow. JAG is very precise though - the armature is soldered and the bulks are neat and exact.

Next - the masses of the finished creature are put in place and detailing started. In the picture below, the sculpting is a quite advanced, and a lot of the smaller details are already in place. JAG works in a polymer clay (or a mix of different 'clays' I believe), so the whole sculpt is wet at this stage and won't be baked and hardened until most of the work in complete.

Here is the sculpt practically finished and ready to be baked.

The last stage is to work on the baked miniature, and use a blade to sharpen up some of the edges, and add any parts that need to be rendered in epoxy putty - including filling any small undercuts. Here's the finished piece with the tongue and infection tendrils in place.

I'm sure you'll agree it's a pretty amazing piece of work, that both captures the feel of the concept and adds to it - making it seem 'real'.

I'll be posting pictures from some of the other sculptors who worked on this project in future posts.

Wednesday, 6 June 2012

Another guest blog today, this time from Jody Barton aka Frontline Gamer. Jody did some absolutely sterling work play-testing Sedition Wars: Battle for Alabaster for me - his feedback was invaluable.

Also - if you would like to win a FREE copy of battle for Alabaster - check out his blog.

mike

-----------------------

For those of you who don’t know me, don't
worry I’m nobody important. I just happen to write a little gaming Blog called
Frontline Gamer. You may have heard of
it, but you probably haven’t, not to worry I won't take it personally. The long
and short of it is that I’m a geek, a big geek, and I have a love for all
things toy soldier and war game related. Always have done and always will do.
I’ve played countless games from the tender age of 5 of your earth years, and
I’m now in my late 20’s… OK, OK so I’m in my early 30’s… don’t you question
me!

So I have a lot of experience to call up
on, and I’ve played a lots of games. Meanwhile in real life I’m a researcher
and statistician by trade, and that means I have an affinity for numbers and
systemic analysis. I’m told by games designer types that this unique
combination, of quite frankly nerdy skills, makes me a damn fine subject for
play testing games. I’ve play tested many over the years, and not trying to
toot my own horn or anything, but I’ve gotten quite good at it... well people
seem to ask me back every now and then!

So when Mike asked me if I’d mind play
testing Sedition Wars for him I had to think long and hard about it… for about
all of one second. Truth be told I’m a big fan of the miniatures, and a chance
to help shape the game that goes along with those gorgeous little miniatures
was just too good an opportunity for a fully fledged geek like me to pass up. Obviously
I’ve had help from my friends, even someone as awesome (OK so I’m not that
awesome, mostly just flukey) as I am needs opponents to crush (note, crushing
has been optional thus far). We've approached it with some vigour, and I hope
we've provided some useful feedback.

However, I’m not going to talk specifically
about the game itself, or even how it’s shaping up, it’s shaping up nicely by
the way, but more about the process that Sedition Wars as a game has gone
through in the time I’ve witnessed it. Quite often as gamers outside of a
project we think writing rules and games is a doddle. Go on be honest with
yourselves, how many of you have thought over the years you could improve on a
game that you play? Pretty much all of us I guess have thought that at some
point or other, but it’s damned hard work let me assure you, and quite often a
thankless task.

I’ve seen many projects from the inside
now, and while to those of you on the outside it must appear all serene and
swan like on the surface, let me assure you that below the waterline there’s a
lot of furious effort and paddling going on. And so it has proved with Sedition
Wars. Both Rob Baxter and Mike McVey have put so much effort into shaping this
game that it has been really gratifying for me to see the Kickstarter campaign
be so successful. Obviously I'm close to the project and I myself am quite
invested, but if anyone deserves this success it's them.

There have been sweeping changes, the odd
walk up a garden path… only to walk back down it again. There’s been iteration
and there has been wholesale change. Evolution and revolution if you will, two
themes that Mike and Rob have woven so well into the background to the Sedition Wars
universe. Now while this is often normal for games still in development, the
level of work, blood, sweat and tears from such a small team has been humbling
to witness at times. They’ve worked themselves into the ground for this game,
and that sort of dedication takes love.

But has it all been worth it? Well that
will be for all you to decide when you finally get your grubby little paws on
the game. For me though the game has fulfilled its original design brief with
some finesse, it is a survival horror… no scratch that, it is a survival terror
game on a board. It’s highly tactical and more in-depth than many board games
you’ll have come across. At times it can be an unforgiving experience, which
just makes those moments of victory all the sweeter. But above all else it’s a
fun game to play, with a strong narrative thread. Rob and Mike have done a
great job, and they should be duly proud of their achievements so far. Peace
out!

Tuesday, 5 June 2012

We have already taken a look at one of the phase 2 Strain - the Stalker, now it's time to look at the other - Quasimodo.

Here's the original Roberto Cirillo concept -

The description from the rule book -

Exo-form –
Quasimodo

These
twisted monstrosities have merged with a military class weapon. Probably former
security personnel, the Quasimodo have been converted into a lethal delivery
vehicle for infectious bio-matter. It can strike at range, and never hesitates
to do so.

Monday, 4 June 2012

Well I failed on my blog-a-day hopes while the Kickstarter was running - I was just too busy yesterday to find the time. I'm determined to get as many posts on here as possible in the next few weeks though.

Things are still going incredibly well in the campaign, and we are closing in on the $140K stretch goal that will see Baker Zosa back in the game. I was really sorry to see him cut in the first place - but we only had room for three characters, Captain Kara Back was a must - as was having a medic when there are Strain infections to deal with - so we had to have Morgan Vade. Then it came down to a choice between Barker and Operator Akosha Nama - Sniper rifle vs Fusion Cannon... We decided to go with precision instead of brute force, but it was a hard call.

I'm delighted to see he's nearly back in the game though - hopefully we can reach that stretch goal and confirm it soon!

One of the new miniatures that is going in the game in one of the Elite Samaritan troopers -

Samaritan Lancer.

An interlaced electron beam acts as a guidance system for the plume of superhot plasma fired by the Azriel class fusion lance. The highly intense beam of energy is the equivalent of a controlled solar flare, capable of burning holes through Meridian class hull-plating.

Designed as a man portable, close combat, anti-materiel weapon platform the Azriel is deployed with a Technician class Samaritan specialist designated as Lancer. Serving dual purposes as a breach expert and an anti-personnel sweeper, the Samaritan Lancer is ideal for on point for incursions into hostile facilities and hard point extraction missions.

Friday, 1 June 2012

Just a short post today - it's so hard to find the time for anything longer right now!

Here's a quick look at one of the Phase 2 Strain that come in the game (yes, there will be other types in the future...) - The Stalker.

Here's a little descriptive piece from the book -

A living host exposed to
Strain forced evolution and
mutation. The stalker is
faster and more determined
than phase 1 Revenants.
The stalker manifests a
lethal mono-molecular talon
and enhanced mobility. A
prehensile tendril acts as
vector for Strain infection.

Studio McVey Blog

This is the Blog for Studio McVey - Mike and Ali McVey. We'll be using this blog to give updates about our miniature ranges, and show what we have been up to in the painting and sculpting studio. Please subscribe to keep up with the latest news.